-#ifdef IMPLEMENTATION
-float autocvar_g_campcheck_damage;
-float autocvar_g_campcheck_distance;
-float autocvar_g_campcheck_interval;
-
-REGISTER_MUTATOR(campcheck, cvar("g_campcheck"));
-
-.float campcheck_nextcheck;
-.float campcheck_traveled_distance;
-
-MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
-{
- Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(campcheck, PlayerDamage_Calculate)
-{
- entity frag_attacker = M_ARGV(1, entity);
- entity frag_target = M_ARGV(2, entity);
-
- if(IS_PLAYER(frag_target))
- if(IS_PLAYER(frag_attacker))
- if(frag_attacker != frag_target)
- {
- frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
- frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
- }
-
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
-{SELFPARAM();
- if(!gameover)
- if(!warmup_stage) // don't consider it camping during warmup?
- if(time >= game_starttime)
- if(IS_PLAYER(self))
- if(IS_REAL_CLIENT(self)) // bots may camp, but that's no reason to constantly kill them
- if(!IS_DEAD(self))
- if(!STAT(FROZEN, self))
- if(!PHYS_INPUT_BUTTON_CHAT(self))
- if(autocvar_g_campcheck_interval)
- {
- vector dist;
-
- // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
- dist = self.prevorigin - self.origin;
- dist.z = 0;
- self.campcheck_traveled_distance += fabs(vlen(dist));
-
- if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
- {
- self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
- self.campcheck_traveled_distance = 0;
- }
-
- if(time > self.campcheck_nextcheck)
- {
- if(self.campcheck_traveled_distance < autocvar_g_campcheck_distance)
- {
- Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_CAMPCHECK);
- if(self.vehicle)
- Damage(self.vehicle, world, world, autocvar_g_campcheck_damage * 2, DEATH_CAMP.m_id, self.vehicle.origin, '0 0 0');
- else
- Damage(self, world, world, bound(0, autocvar_g_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP.m_id, self.origin, '0 0 0');
- }
- self.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
- self.campcheck_traveled_distance = 0;
- }
-
- return false;
- }
-
- self.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
-{SELFPARAM();
- self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
- self.campcheck_traveled_distance = 0;
-
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(campcheck, BuildMutatorsString)
-{
- ret_string = strcat(ret_string, ":CampCheck");
- return false;
-}
-#endif
+#include "campcheck.qh"